Post subject: Rescue - The Embassy Mission
Player (147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
I did a very sloppy test run of this game (6% speed) to see how entertaining this game might be. It's played on the hardest difficulty and aims for the best ending (ie no death abuse). I bet an optimized run would be about a minute faster. :P http://dehacked.2y.net/microstorage.php/info/1055319176/Rescue%20-%20Embassy.fm2 A lua script for showing the enemy locations would trivialize the shooter segment.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Skilled player (1885)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Player (147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Yes, it's the same game. That run looks pretty unoptimized. He walks when he should roll, he descends the wall the wrong way, and his movement in the shooting section looks slow for some reason. Even with the same goals, I think I could improve his run.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Experienced player (574)
Joined: 1/11/2007
Posts: 103
RT-55J wrote:
A lua script for showing the enemy locations would trivialize the shooter segment.
It might be easier to devise a Game Genie code that just draws the enemies and hostages on the minimap, as in the easier difficulty levels. The prior movies were terrible--not only clumsy but they got a bad ending. I think this is a good game for a new TASer, but you might need a loud personality to get it published now.